|A railroad by any other name is still a railroad.|
If you've read the write-up of the most recent Tuesday Knights session in our ongoing Chronicles of Cidri campaign, you'll know that the bulk of the group spent a considerable portion of the evening racing around inside the trans-dimensional (and trans-temporal) TARDIS-like interior of a witch's hut... while she was brewing up a powerful potion to rid Clare's character - Marigold - of a nasty curse.
Unfortunately the group latched on quite quickly that the maze of rooms was entirely random and gave up exploring anything in preference to running to the next door, opening it, seeing what was inside and moving on.
They were lost/trapped and all they wanted was to get back to the beginning again.
I fear I was about five minutes away from a mass player uprising - or a TPS (total party suicide) - when they "miraculously" found the door back to the first room, where the witch and Marigold were hanging out.
|Witch mixing potion to lift curse from Marigold|
However, even though the dice failed to throw up some of the "set-pieces" I thought might pique the group's interest, the first 'random room' created the perfect hook I was hoping for to explain Imogen's departure from the party (as Meredith is leaving us).
Although they might not realise it, the adventurers also got a glimpse into the future of the campaign and, at the end of the day, the scenario achieved what I needed it to, with the surreal nature of The Realm Of Faerie messing with their heads.
That said, I won't be trying that again in a hurry but hopefully - if the campaign continues on its merry way - down the line the Tuesday Knights will be able to look back at this experimental experience and say "so, that's what the crafty old bugger was doing!".